Pardon my confusion. The rules says to use the card in 'combination' with ...

Does this mean you play the extra winter combat card after the first one and therefore can activate the same unit
2 times?

Hello Marco,

When it says "in combination" means along with the Command Cards.

As a rule of thumb, the only cards used to ORDER units are the Command Cards. Usually the Combat Cards add a bonus to those units ordered by a Command Card. Also, some of the Combat Cards may give you a bonus while defending.

Combat Rules
Combat cards may be played during any turn, in addition to the play of a Command card, but must respect the following rules:
x Combat cards are usually played in con- junction with unit(s) ordered with a Command card, to enhance these units' actions. When that is not the case, a sentence at the bottom of the card spells out when the card is played.
< Play this card before ordering any units.
Play this card in reaction to your
opponent's action. >
x Combat cards that increase the number of Battle dice rolled are cumulative in effect, when played on the same ordered unit(s).
x There is no limit to the number of Combat cards a player may hold or the number of Combat cards he may play during his, or an opponent's, turn.
x A player may only draw a new Combat card from the deck at the end of a turn in which he has played a Recon Command card - but not a Recon in Force or any other Command card!
x Once played, Combat cards are discarded next to the Combat card deck.
x If the Combat deck ever gets depleted, shuffle the Combat cards discarded to form a new draw pile.
x When a Their Finest Hour Command card is played, reshuffle the Combat card discards and draw pile together to form a new draw pile.
When a Combat card refers to Buildings, this is meant to include all towns, villages and any other man-made landmarks or urban constructs (train station, city ruins, etc).
When a Combat card refers to Spare Figures, these figures must come either from figures that were not initially deployed at the start of battle or from figures lost in fighting.
If a card refers to a Full Strength unit, then this card may not be played that way unless there are enough spare figures available to deploy the unit at full strength (ie with the same number of fig- ures the unit would have had if deployed at the start of battle).

One note: You can also get more Combat Cards if you use the Recon feature of an Airplane when Air Rules are in effect.

I thought there was a thread a year or so ago, where the answer was that the Storch could NOT give you a combat card by Recon.

I'd prefer it if you could, but haven't played it since, partly for that reason.

You'll notice that in that thread there was no official answer provided. Because of that, I checked with Richard on this question (and I tried to get all of the questions in that thread figured out if it needed clarification) and his answer can be found in the Official FAQ thread.

Here's what Richard's answer was:

Q. If a plane does the Recon action, does the player get to draw a Combat Card?
A. Yes.

The out of ammo card seems way out of balance...could really change an entire scenario with one card while the other cards are less powerful. Thoughts? Also - could the out of ammo card be played on artillery?

I believe that the hope with all of the Combat Cards is that they will add to the excitement, anticipation, and suspense of the battles they are included in. Knowing that there are cards that can affect the game in these new ways (or save your bacon at a key moment), adds to my enjoyment of the game! I imagine that was the hope.

Of course, if it doesn't add to the enjoyment you can always modify things so that it's more fun for you!

The out of ammo card seems way out of balance...could really change an entire scenario with one card while the other cards are less powerful. Thoughts? Also - could the out of ammo card be played on artillery?

This card prevents the unit that declared an attack from firing and also forces that unit back to that side's baseline. I agree having a forward arty pushed all the way back several hexes can certainly be a pain and may in effect take that unit right out of the action. While this certainly may put a crimp in one's plans, it may not be the most powerful play of a CC.

I used Out of Fuel against a tank which was ordered by Armor Assault. That unit was stuck where it was (on a bridge) which blocked the movement the 3 other ordered tank units on the other side of the bridge